I didn't think it was possible to connect to a dedicated server on your own
computer anyway.
I've never tried to get around it, so I don't know what your options are if
you don't have another computer.

On 29 April 2012 13:00, Nick <xnicho...@gmail.com> wrote:

> i am sorry joel. I don't know much about coding, and certainly not
> enough to help with this issue.
> That is why, i suggested he give a working sdk example of the bug he
> is trying to fix.
>
> I am trying to help, do you have any ways/ideas to help?
>
> On Fri, Apr 27, 2012 at 10:18 AM, Joel R. <joelru...@gmail.com> wrote:
> > Nick, if you knew anything about coding, you'd be able to make it work
> > fairly quickly.  He is not going to give you all the SDK code prepped and
> > ready.
> >
> >
> > On Thu, Apr 26, 2012 at 11:17 PM, Nick <xnicho...@gmail.com> wrote:
> >>
> >> The code you posted certainly is impressive. I just can't find an easy
> >> way to put it in a sdk and run it? How to spawn the vech?
> >>
> >> Make an sdk with the files included that works, (with a working copy
> >> of the mod) and all of the code and send a link to valve.. I am sure
> >> they will help out.
> >>
> >> A single file isn't at all helpful compared to a working source code
> >> copy, and actual files and a 10 step list to "test" the exact problem
> >> you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U
> >> WANT ANY HELP ON SUCH A MASSIVE "PROBLEM"..
> >>
> >> On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <psycomma...@gmail.com>
> >> wrote:
> >> > I already posted a link to the pastebin with the whole code earlier (
> >> > http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of
> >> > the
> >> > time I don't get answers when I mail devs. And what do you mean share
> >> > what
> >> > the problem is with you, isn't it what I've been foing?
> >> >
> >> > Is there any examples of simple moving predicted entities, besides the
> >> > player ? I could really use an example...
> >> >
> >> > By the way, is what Stephen says accurate ? Is the net_fakelag command
> >> > not
> >> > working on listen servers ?
> >> >
> >> >
> >> > On Thu, Apr 26, 2012 at 12:34 AM, Nick <xnicho...@gmail.com> wrote:
> >> >>
> >> >> i think you should give us a basic code, and send it to valve... only
> >> >> valve can help you. Usually valve is quite nice, and I am sure they
> >> >> wouldn't mind helping you out, as long as you can share what the
> >> >> problem is with the rest of us.....
> >> >>
> >> >>
> >> >>
> >> >> On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando <psycomma...@gmail.com
> >
> >> >> wrote:
> >> >> > Alright, what else could be causing jittering ? There is so little
> >> >> > going
> >> >> > on
> >> >> > in that entity.
> >> >> >
> >> >> >
> >> >> > On Sat, Apr 21, 2012 at 8:40 PM, Tony "omega" Sergi
> >> >> > <omegal...@gmail.com>
> >> >> > wrote:
> >> >> >>
> >> >> >> As I said. looking at your prediction dump, it's not actually
> >> >> >> predicting
> >> >> >> properly.
> >> >> >> Either they're not updating at the same rate, or they're not
> running
> >> >> >> the
> >> >> >> same code producing the same results.
> >> >> >> see your screenshot:
> http://dl.dropbox.com/u/13343993/abox0003.jpg
> >> >> >> notice in red, velocity is 0 0 0 that means
> >> >> >> disabling VPhysicsUpdate is not the solution, as that means you
> >> >> >> break
> >> >> >> every vphysics object. Look at what it's doing, it's getting it's
> >> >> >> position
> >> >> >> after vphysics simulates and updating the entity.
> >> >> >> so unless you're trying to make a purely client-authoritive ship,
> >> >> >> you
> >> >> >> can't disable that without adding code to update the position from
> >> >> >> the
> >> >> >> client.
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires
> >> >> >> <stephen.swi...@gmail.com>
> >> >> >> wrote:
> >> >> >>>
> >> >> >>> It maybe worth mentioning that net_fakelag is broken on listen
> >> >> >>> servers
> >> >> >>> in
> >> >> >>> Alien Swarm. It works on dedicated, however
> >> >> >>>
> >> >> >>>
> >> >> >>> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando
> >> >> >>> <psycomma...@gmail.com>
> >> >> >>> wrote:
> >> >> >>>>
> >> >> >>>> I found what was causing the stuttering with 0 ping and in
> >> >> >>>> singleplayer.
> >> >> >>>> I disabled this code in cbaseentity_shared :
> >> >> >>>>
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>
> //-----------------------------------------------------------------------------
> >> >> >>>>> // Purpose: My physics object has been updated, react or
> extract
> >> >> >>>>> data
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>
> >> >> >>>>>
> //-----------------------------------------------------------------------------
> >> >> >>>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
> >> >> >>>>> {
> >> >> >>>>>     switch( GetMoveType() )
> >> >> >>>>>     {
> >> >> >>>>>     case MOVETYPE_VPHYSICS:
> >> >> >>>>>         {
> >> >> >>>>>             if ( GetMoveParent() )
> >> >> >>>>>             {
> >> >> >>>>>                 Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating
> >> >> >>>>> physics
> >> >> >>>>> on object in hierarchy %s!\n", GetClassname());
> >> >> >>>>>                 return;
> >> >> >>>>>             }
> >> >> >>>>>             Vector origin;
> >> >> >>>>>             QAngle angles;
> >> >> >>>>>
> >> >> >>>>>             pPhysics->GetPosition( &origin, &angles );
> >> >> >>>>>
> >> >> >>>>>             if ( !IsFinite( angles.x ) || !IsFinite( angles.y )
> >> >> >>>>> ||
> >> >> >>>>> !IsFinite( angles.x ) )
> >> >> >>>>>             {
> >> >> >>>>>                 Msg( "Infinite angles from vphysics! (entity
> >> >> >>>>> %s)\n",
> >> >> >>>>> GetDebugName() );
> >> >> >>>>>                 angles = vec3_angle;
> >> >> >>>>>             }
> >> >> >>>>> #ifndef CLIENT_DLL
> >> >> >>>>>             Vector prevOrigin = GetAbsOrigin();
> >> >> >>>>> #endif
> >> >> >>>>>
> >> >> >>>>>             for ( int i = 0; i < 3; ++i )
> >> >> >>>>>             {
> >> >> >>>>>                 angles[ i ] = AngleNormalize( angles[ i ] );
> >> >> >>>>>             }
> >> >> >>>>>
> >> >> >>>>> #ifndef CLIENT_DLL
> >> >> >>>>>             NetworkQuantize( origin, angles );
> >> >> >>>>> #endif
> >> >> >>>>>
> >> >> >>>>>             if ( origin.IsValid() )
> >> >> >>>>>             {
> >> >> >>>>>                 SetAbsOrigin( origin );
> >> >> >>>>>             }
> >> >> >>>>>             else
> >> >> >>>>>             {
> >> >> >>>>>                 Msg( "Infinite origin from vphysics! (entity
> >> >> >>>>> %s)\n",
> >> >> >>>>> GetDebugName() );
> >> >> >>>>>             }
> >> >> >>>>>             SetAbsAngles( angles );
> >> >> >>>>>
> >> >> >>>>>             // Interactive debris converts back to debris when
> it
> >> >> >>>>> comes
> >> >> >>>>> to rest
> >> >> >>>>>             if ( pPhysics->IsAsleep() && GetCollisionGroup() ==
> >> >> >>>>> COLLISION_GROUP_INTERACTIVE_DEBRIS )
> >> >> >>>>>             {
> >> >> >>>>>                 SetCollisionGroup( COLLISION_GROUP_DEBRIS );
> >> >> >>>>>             }
> >> >> >>>>>
> >> >> >>>>> #ifndef CLIENT_DLL
> >> >> >>>>>             PhysicsTouchTriggers( &prevOrigin );
> >> >> >>>>>             PhysicsRelinkChildren(gpGlobals->frametime);
> >> >> >>>>> #endif
> >> >> >>>>>         }
> >> >> >>>>>     break;
> >> >> >>>>> .
> >> >> >>>>> .
> >> >> >>>>> .
> >> >> >>>>> .
> >> >> >>>>
> >> >> >>>>
> >> >> >>>> However I still have stuttering when I set "net_fakelag" to
> >> >> >>>> anything
> >> >> >>>> >
> >> >> >>>> 0. And its gets worst the higher the FPS...
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> _______________________________________________
> >> >> >> To unsubscribe, edit your list preferences, or view the list
> >> >> >> archives,
> >> >> >> please visit:
> >> >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >> >> >>
> >> >> >>
> >> >> >
> >> >> >
> >> >> > _______________________________________________
> >> >> > To unsubscribe, edit your list preferences, or view the list
> >> >> > archives,
> >> >> > please visit:
> >> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >> >> >
> >> >> >
> >> >>
> >> >> _______________________________________________
> >> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> >> please visit:
> >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >> >>
> >> >
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >> >
> >> >
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
> >
> >
>
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> please visit:
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